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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Pinball Game</title>
    <script src="https://cdn.tailwindcss.com"></script>
    <style>
        @keyframes bump {
            0% { transform: scale(1); }
            50% { transform: scale(1.2); }
            100% { transform: scale(1); }
        }
        
        @keyframes flash {
            0% { opacity: 1; }
            50% { opacity: 0.5; }
            100% { opacity: 1; }
        }
        
        .bump-animation {
            animation: bump 0.2s ease;
        }
        
        .flash-animation {
            animation: flash 0.3s ease;
        }
        
        #game-container {
            perspective: 1000px;
        }
        
        #pinball-table {
            transform-style: preserve-3d;
            transform: rotateX(10deg);
            box-shadow: 0 20px 30px rgba(0, 0, 0, 0.3);
        }
        
        #ball {
            transition: transform 0.05s linear;
        }
        
        .flipper {
            transform-origin: left center;
            transition: transform 0.1s ease;
        }
        
        .flipper.active {
            transform: rotate(-30deg);
        }
        
        .bumper {
            transition: transform 0.2s ease;
        }
        
        .bumper.hit {
            transform: scale(1.1);
        }
        
        @media (max-width: 768px) {
            #pinball-table {
                transform: rotateX(15deg);
            }
            
            .controls {
                flex-direction: column;
            }
        }
    </style>
</head>
<body class="bg-gray-900 text-white min-h-screen flex flex-col items-center justify-center p-4">
    <div class="text-center mb-4">
        <h1 class="text-4xl font-bold text-yellow-400 mb-2">Cosmic Pinball</h1>
        <div class="flex justify-center gap-8 mb-4">
            <div class="bg-gray-800 px-4 py-2 rounded-lg">
                <span class="text-yellow-400">Score:</span> <span id="score" class="text-xl font-mono">0</span>
            </div>
            <div class="bg-gray-800 px-4 py-2 rounded-lg">
                <span class="text-yellow-400">Balls:</span> <span id="balls" class="text-xl font-mono">3</span>
            </div>
        </div>
    </div>
    
    <div id="game-container" class="relative mb-8">
        <div id="pinball-table" class="relative bg-blue-900 border-4 border-yellow-600 rounded-lg overflow-hidden" style="width: 600px; height: 800px;">
            <!-- Ball -->
            <div id="ball" class="absolute w-6 h-6 bg-white rounded-full shadow-lg z-10"></div>
            
            <!-- Flippers -->
            <div class="absolute bottom-16 left-32 w-32 h-6 bg-red-600 rounded-lg flipper" id="left-flipper"></div>
            <div class="absolute bottom-16 right-32 w-32 h-6 bg-red-600 rounded-lg flipper" id="right-flipper" style="transform-origin: right center;"></div>
            
            <!-- Bumpers -->
            <div class="absolute top-40 left-40 w-16 h-16 bg-purple-600 rounded-full bumper" id="bumper1"></div>
            <div class="absolute top-40 right-40 w-16 h-16 bg-purple-600 rounded-full bumper" id="bumper2"></div>
            <div class="absolute top-60 left-1/2 transform -translate-x-1/2 w-16 h-16 bg-purple-600 rounded-full bumper" id="bumper3"></div>
            
            <!-- Targets -->
            <div class="absolute top-20 left-20 w-8 h-20 bg-green-500 rounded target" id="target1"></div>
            <div class="absolute top-20 right-20 w-8 h-20 bg-green-500 rounded target" id="target2"></div>
            
            <!-- Slingshots -->
            <div class="absolute bottom-40 left-10 w-4 h-20 bg-orange-500 rounded slingshot" id="left-slingshot"></div>
            <div class="absolute bottom-40 right-10 w-4 h-20 bg-orange-500 rounded slingshot" id="right-slingshot"></div>
            
            <!-- Plunger area -->
            <div class="absolute bottom-4 left-1/2 transform -translate-x-1/2 w-24 h-8 bg-yellow-600 rounded"></div>
            
            <!-- Side walls -->
            <div class="absolute top-0 left-0 w-full h-8 bg-yellow-600"></div>
            <div class="absolute top-0 left-0 w-8 h-full bg-yellow-600"></div>
            <div class="absolute top-0 right-0 w-8 h-full bg-yellow-600"></div>
            
            <!-- Decorations -->
            <div class="absolute top-10 left-1/2 transform -translate-x-1/2 text-yellow-400 font-bold text-xl">COSMIC PINBALL</div>
            <div class="absolute top-80 left-1/2 transform -translate-x-1/2 text-yellow-400 font-bold text-lg">EXTRA BALL</div>
            <div class="absolute bottom-24 left-1/2 transform -translate-x-1/2 w-32 h-2 bg-yellow-400 rounded-full"></div>
        </div>
    </div>
    
    <div class="controls flex gap-8 mb-8">
        <button id="start-btn" class="bg-green-600 hover:bg-green-700 px-6 py-3 rounded-lg font-bold transition">START GAME</button>
        <button id="left-btn" class="bg-red-600 hover:bg-red-700 px-6 py-3 rounded-lg font-bold transition">LEFT FLIPPER (A)</button>
        <button id="right-btn" class="bg-red-600 hover:bg-red-700 px-6 py-3 rounded-lg font-bold transition">RIGHT FLIPPER (L)</button>
        <button id="plunger-btn" class="bg-blue-600 hover:bg-blue-700 px-6 py-3 rounded-lg font-bold transition">PLUNGER (SPACE)</button>
    </div>
    
    <div class="text-gray-400 text-sm text-center max-w-md">
        <p>Use the buttons or keyboard (A for left flipper, L for right flipper, SPACE for plunger)</p>
        <p class="mt-2">Hit bumpers and targets to score points. Don't let the ball fall!</p>
    </div>
    
    <script>
        document.addEventListener('DOMContentLoaded', () => {
            // Game elements
            const ball = document.getElementById('ball');
            const leftFlipper = document.getElementById('left-flipper');
            const rightFlipper = document.getElementById('right-flipper');
            const bumpers = document.querySelectorAll('.bumper');
            const targets = document.querySelectorAll('.target');
            const slingshots = document.querySelectorAll('.slingshot');
            const scoreDisplay = document.getElementById('score');
            const ballsDisplay = document.getElementById('balls');
            const startBtn = document.getElementById('start-btn');
            const leftBtn = document.getElementById('left-btn');
            const rightBtn = document.getElementById('right-btn');
            const plungerBtn = document.getElementById('plunger-btn');
            
            // Game state
            let score = 0;
            let balls = 3;
            let ballX = 300;
            let ballY = 750;
            let ballSpeedX = 0;
            let ballSpeedY = 0;
            let gravity = 0.2;
            let friction = 0.99;
            let gameActive = false;
            let gameInterval;
            let leftFlipperActive = false;
            let rightFlipperActive = false;
            
            // Initialize game
            function initGame() {
                resetBall();
                score = 0;
                balls = 3;
                updateDisplay();
                gameActive = true;
                
                if (gameInterval) clearInterval(gameInterval);
                gameInterval = setInterval(updateGame, 16);
            }
            
            // Reset ball to plunger position
            function resetBall() {
                ballX = 300;
                ballY = 750;
                ballSpeedX = 0;
                ballSpeedY = 0;
                updateBallPosition();
            }
            
            // Launch ball
            function launchBall() {
                if (ballY >= 750 && !gameActive) {
                    ballSpeedY = -15 + Math.random() * 5;
                    ballSpeedX = (Math.random() - 0.5) * 5;
                    gameActive = true;
                }
            }
            
            // Update game state
            function updateGame() {
                if (!gameActive) return;
                
                // Apply gravity
                ballSpeedY += gravity;
                
                // Apply friction
                ballSpeedX *= friction;
                ballSpeedY *= friction;
                
                // Update position
                ballX += ballSpeedX;
                ballY += ballSpeedY;
                
                // Wall collisions
                if (ballX <= 8) {
                    ballX = 8;
                    ballSpeedX = -ballSpeedX * 0.8;
                    playSound('wall');
                }
                if (ballX >= 592) {
                    ballX = 592;
                    ballSpeedX = -ballSpeedX * 0.8;
                    playSound('wall');
                }
                if (ballY <= 8) {
                    ballY = 8;
                    ballSpeedY = -ballSpeedY * 0.8;
                    playSound('wall');
                }
                
                // Bottom out
                if (ballY >= 792) {
                    balls--;
                    updateDisplay();
                    
                    if (balls <= 0) {
                        gameActive = false;
                        setTimeout(() => alert(`Game Over! Final Score: ${score}`), 100);
                    } else {
                        setTimeout(() => {
                            resetBall();
                            gameActive = false;
                        }, 500);
                    }
                    playSound('lose');
                }
                
                // Flipper collisions
                checkFlipperCollision(leftFlipper, true);
                checkFlipperCollision(rightFlipper, false);
                
                // Bumper collisions
                bumpers.forEach(bumper => {
                    const rect = bumper.getBoundingClientRect();
                    const tableRect = document.getElementById('pinball-table').getBoundingClientRect();
                    
                    const bumperX = rect.left - tableRect.left + rect.width / 2;
                    const bumperY = rect.top - tableRect.top + rect.height / 2;
                    const bumperRadius = rect.width / 2;
                    
                    const dx = ballX - bumperX;
                    const dy = ballY - bumperY;
                    const distance = Math.sqrt(dx * dx + dy * dy);
                    
                    if (distance < bumperRadius + 12) {
                        // Collision detected
                        const angle = Math.atan2(dy, dx);
                        const force = 10;
                        
                        ballSpeedX = Math.cos(angle) * force;
                        ballSpeedY = Math.sin(angle) * force;
                        
                        // Visual feedback
                        bumper.classList.add('hit', 'flash-animation');
                        setTimeout(() => {
                            bumper.classList.remove('hit', 'flash-animation');
                        }, 300);
                        
                        // Score
                        addScore(100);
                        playSound('bumper');
                    }
                });
                
                // Target collisions
                targets.forEach(target => {
                    const rect = target.getBoundingClientRect();
                    const tableRect = document.getElementById('pinball-table').getBoundingClientRect();
                    
                    const targetX = rect.left - tableRect.left;
                    const targetY = rect.top - tableRect.top;
                    const targetWidth = rect.width;
                    const targetHeight = rect.height;
                    
                    if (ballX > targetX && ballX < targetX + targetWidth &&
                        ballY > targetY && ballY < targetY + targetHeight) {
                        
                        // Collision detected
                        if (ballSpeedY < 0) ballSpeedY = -ballSpeedY * 1.2;
                        else ballSpeedY = Math.abs(ballSpeedY) * 1.2;
                        
                        ballSpeedX += (Math.random() - 0.5) * 5;
                        
                        // Visual feedback
                        target.classList.add('bump-animation');
                        setTimeout(() => {
                            target.classList.remove('bump-animation');
                        }, 200);
                        
                        // Score
                        addScore(200);
                        playSound('target');
                    }
                });
                
                // Slingshot collisions
                slingshots.forEach(slingshot => {
                    const rect = slingshot.getBoundingClientRect();
                    const tableRect = document.getElementById('pinball-table').getBoundingClientRect();
                    
                    const slingX = rect.left - tableRect.left;
                    const slingY = rect.top - tableRect.top;
                    const slingWidth = rect.width;
                    const slingHeight = rect.height;
                    
                    if (ballX > slingX && ballX < slingX + slingWidth &&
                        ballY > slingY && ballY < slingY + slingHeight) {
                        
                        // Determine which side
                        const isLeft = slingshot.id === 'left-slingshot';
                        
                        // Apply force
                        ballSpeedX = isLeft ? 8 : -8;
                        ballSpeedY = -5;
                        
                        // Visual feedback
                        slingshot.classList.add('bump-animation');
                        setTimeout(() => {
                            slingshot.classList.remove('bump-animation');
                        }, 200);
                        
                        // Score
                        addScore(50);
                        playSound('slingshot');
                    }
                });
                
                // Update ball position
                updateBallPosition();
            }
            
            // Check flipper collision
            function checkFlipperCollision(flipper, isLeft) {
                if (!(leftFlipperActive && isLeft) && !(rightFlipperActive && !isLeft)) return;
                
                const rect = flipper.getBoundingClientRect();
                const tableRect = document.getElementById('pinball-table').getBoundingClientRect();
                
                const flipperX = rect.left - tableRect.left;
                const flipperY = rect.top - tableRect.top;
                const flipperWidth = rect.width;
                const flipperHeight = rect.height;
                
                // Simple rectangular collision for flippers
                if (ballX > flipperX && ballX < flipperX + flipperWidth &&
                    ballY > flipperY && ballY < flipperY + flipperHeight) {
                    
                    // Apply force based on flipper direction
                    const force = isLeft ? -8 : 8;
                    ballSpeedX = force;
                    ballSpeedY = -10;
                    
                    // Score
                    addScore(25);
                    playSound('flipper');
                }
            }
            
            // Update ball position on screen
            function updateBallPosition() {
                ball.style.left = `${ballX - 12}px`;
                ball.style.top = `${ballY - 12}px`;
            }
            
            // Add to score
            function addScore(points) {
                score += points;
                updateDisplay();
            }
            
            // Update display
            function updateDisplay() {
                scoreDisplay.textContent = score;
                ballsDisplay.textContent = balls;
            }
            
            // Play sound (simulated with class changes)
            function playSound(type) {
                // In a real game, you would play actual sounds here
                // For this demo, we'll just log the sound type
                console.log(`Playing sound: ${type}`);
            }
            
            // Event listeners
            startBtn.addEventListener('click', initGame);
            plungerBtn.addEventListener('click', launchBall);
            
            // Flipper controls
            function activateLeftFlipper() {
                leftFlipper.classList.add('active');
                leftFlipperActive = true;
            }
            
            function deactivateLeftFlipper() {
                leftFlipper.classList.remove('active');
                leftFlipperActive = false;
            }
            
            function activateRightFlipper() {
                rightFlipper.classList.add('active');
                rightFlipperActive = true;
            }
            
            function deactivateRightFlipper() {
                rightFlipper.classList.remove('active');
                rightFlipperActive = false;
            }
            
            leftBtn.addEventListener('mousedown', activateLeftFlipper);
            leftBtn.addEventListener('mouseup', deactivateLeftFlipper);
            leftBtn.addEventListener('mouseleave', deactivateLeftFlipper);
            
            rightBtn.addEventListener('mousedown', activateRightFlipper);
            rightBtn.addEventListener('mouseup', deactivateRightFlipper);
            rightBtn.addEventListener('mouseleave', deactivateRightFlipper);
            
            // Keyboard controls
            document.addEventListener('keydown', (e) => {
                if (e.key === 'a' || e.key === 'A') activateLeftFlipper();
                if (e.key === 'l' || e.key === 'L') activateRightFlipper();
                if (e.key === ' ') launchBall();
            });
            
            document.addEventListener('keyup', (e) => {
                if (e.key === 'a' || e.key === 'A') deactivateLeftFlipper();
                if (e.key === 'l' || e.key === 'L') deactivateRightFlipper();
            });
            
            // Initial setup
            resetBall();
        });
    </script>
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=jungnerd/pinball" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
</html>